The release date approaches and the rules of the new game mode are 99% done (we’re heavily testing and last minute tweaks are always possible, that’s exactly why we’re testing in fact). I wanted to give you a quick overview of where we’re at now. You’ll see that we changed a few things since my initial post and hopefully you’ll like the changes as much as we do.

Confrontation, the new official game mode of Dogs of War Online.

Requirement : An army of 500 AP or less, with exactly one Champion. No more than 10 troops of the same type.

Duration : 10 turns

Victory conditions : Kill all the enemy unitsor Be the first to reach 7 elixir pointsor At the end of the 10th turn, be the one with the most elixir pointsorIf both players reach 7 elixir points at the same time or have the same number of elixir points at the end of the 10th turn, the player with the highest percentage of remaining AP wins (as in DM).

How to win elixir Points

1/ Elixir orbsEvery turn, one elixir orb pops up at a random location on the map. It will remain there for 3 turns and then disappears if no one took it. Any unit reaching the hexagon where the orb is will grab it. A small orb symbol will appear next to the unit for the duration of the turn. If the unit is killed before the end of the turn, it will drop the elixir orb in the hexagon where it died. Any unit can then grab the orb and an orb symbol will appear next to it. At the end of the turn, if a player controls an unit with an elixir orb, he will win one elixir point.

2/ Dominating the mapThere are several domination hexagons at the center of every map. Either regrouped in a single large zone or dispatched in three smaller ones. At the end of a turn, the player with the most units occupying domination hexagons will receive one elixir point.Each units is worth 1 domination point regardless of its AP cost or remaining HP.If both players have the same amount of units in domination hexagons, no one wins elixir point.

3/ Killing the enemy ChampionIf a player kills the enemy Champion he gets 4 elixir points.

A few notes :Champions can give orders to the troop units (such as offensive stance, Tide of the Dead etc. ), if the Champion is dead, you cannot use the orders anymore.Each Champions has a special order and a unique skill that require elixir point to be used. Elixir points used for skills or orders reduce the elixir score of the player.

The ranking will still rewards the best players with Cyans, but it will now be reset monthly and only open to players of rank 20.

You cannot select more than 10 troops of the same type for a battle but there is no limitation on the number of troops of the same type that you can have in your company. Each troop type has 3 profiles (Wolfen with Crossbow profiles are : Assault Shooter, Harasser, Harpooner). You can have 10 of each profiles in your company (or even more, but there wouldn’t be much point) and mix them as you wish, as long as you don’t take more 10 of the same type to the battle.

As in the original Confrontation rules, every unit on the battlefield has a small chance of killing its target outright.

That’s it. It’s simpler than it might seems and we added feedback fx on the domination zones and the elixir related action, to help you understand what’s happening. The balance between the 3 ways of getting elixir makes for very interesting games and you can still just go for the total annihilation of your opponent units if that’s your style.

Click on the image below to see a full size screenshot of what this looks like in action.

Every turn, one elixir orb pops up at a random location on the map. It will remain there for 3 turns and then disappears if no one took it.Any unit reaching the hexagon where the orb is will grab it. A small orb symbol will appear next to the unit for the duration of the turn.

Capturing Elixir doesn't end activation. You can run, grab it and then run back.

and in current tests mov 6-7 units don't own this part of scenario?

additionallly what will happen with further factions without fast units (mid-Nors shoud have move 3, maybe 5-6 on reapers) and Griffins dont have any non-human unit... they was maybe mounted version of thalions but i don't expext cavalry soon

ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.

Hod wrote:what is keeping the Wolfen from having a big upper hand in gathering Elixirs, since all of their units can run such a long distance?

Wolfen can run and grab the Elixir, but only one Elixir orb pops each turn, so even if you grab all of them you cannot win until turn 7, and a lot can happen in 7 turns. And don't forget that as wolfen units costs slightly more than other units, they tend to have less units on the battlefield and will have troubles dominating the maps.

IMO gathering elixir should end your movement (not action so you could still perform an attack or cast spells/miracles). With present rules I feel that fast armies have huge advantage over slower ones. 4 elixir points for killing hero seems also a big prize, maybe 3 would be better. These are my first impressions, but everything will resolve during testing. However this rules (especially random factors) makes me...agitated.

BTW, just to make sure: unit will drop elixir upon death only if killed in turn in which the elixir was gathered, right?